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+//=========== Copyright Valve Corporation, All rights reserved. ===============//
+//
+// Purpose:
+//=============================================================================//
+
+#ifndef IUIPANEL_H
+#define IUIPANEL_H
+
+#ifdef _WIN32
+#pragma once
+#endif
+
+#include "panoramatypes.h"
+#include "panoramasymbol.h"
+#include "iuirenderengine.h"
+#include "layout/stylefiletypes.h"
+#include "layout/uilength.h"
+#include "tier1/utlstring.h"
+
+namespace panorama
+{
+
+class CLayoutFile;
+class IUIPanelStyle;
+class IUIPanelClient;
+class IUIWindow;
+class IUIImageManager;
+class IUI3DSurface;
+class IUIEvent;
+class IUIScrollBar;
+typedef panorama::IUIPanelClient * ClientPanelPtr_t;
+typedef CUtlVector< panorama::IUIEvent * > VecUIEvents_t;
+
+//-----------------------------------------------------------------------------
+// Purpose: Used to provide property info to debugger for output
+//-----------------------------------------------------------------------------
+struct DebugPropertyOutput_t
+{
+ DebugPropertyOutput_t() {}
+ DebugPropertyOutput_t( const char *pchName, const char *pchValue ) : m_strName( pchName ), m_strValue( pchValue ) {}
+
+ CUtlString m_strName;
+ CUtlString m_strValue;
+};
+
+
+enum ScrollBehavior_t
+{
+ SCROLL_BEHAVIOR_SCROLL_MINIMUM_DISTANCE = 0,
+ SCROLL_BEHAVIOR_SCROLL_TO_TOPLEFT_EDGE,
+ SCROLL_BEHAVIOR_SCROLL_TO_BOTTOMRIGHT_EDGE,
+ SCROLL_BEHAVIOR_SCROLL_TO_CENTER,
+
+ SCROLL_BEHAVIOR_DEFAULT = SCROLL_BEHAVIOR_SCROLL_MINIMUM_DISTANCE,
+};
+
+//-----------------------------------------------------------------------------
+// Purpose: Basic panel interface exposing operations used inside of panorama, rather
+// than operations that are part of building/laying out controls in the panorama_client module
+//-----------------------------------------------------------------------------
+class IUIPanel
+{
+public:
+ virtual ~IUIPanel() {}
+
+ // Initialize panel
+ virtual void Initialize( IUIWindow *window, IUIPanel *parent, const char *pchID, uint32 ePanelFlags ) = 0;
+
+ // Initialize a cloned panel from ourself
+ virtual void InitClonedPanel( IUIPanel *pClone ) = 0;
+
+ // Do panel2d event type registrations
+ virtual void RegisterEventHandlersOnPanel2DType( CPanoramaSymbol symPanelType ) = 0;
+
+ // Shutdown panel, should only happen right before actual deletion
+ virtual void Shutdown() = 0;
+
+ // Fire panel loaded event and mark us as now loaded, images and other panels may call this late
+ virtual void FirePanelLoadedEvent() = 0;
+
+ // Gets client type pointer value
+ virtual void SetClientPtr( panorama::IUIPanelClient *pPtr ) = 0;
+ virtual panorama::IUIPanelClient * ClientPtr() const = 0;
+
+ // Set panel id
+ virtual void SetID( const char *pchID ) = 0;
+
+ // Get panel id
+ virtual const char *GetID() const = 0;
+
+ // Get panel type, which really calls back into client panel object
+ virtual CPanoramaSymbol GetPanelType() const = 0;
+
+ // Check for valid panel id
+ virtual bool BHasID() const = 0;
+
+ // sets & loads the layout file for this panel
+ virtual bool BLoadLayout( const char *pchFile, bool bOverrideExisting = false, bool bPartialLayout = false ) = 0;
+
+ // sets & loads the layout for this panel
+ virtual bool BLoadLayoutFromString( const char *pchXMLString, bool bOverrideExisting = false, bool bPartialLayout = false ) = 0;
+
+ // sets loads the layout file for this panel, asynchronously supporting remote http:// paths
+ virtual void LoadLayoutAsync( const char *pchFile, bool bOverrideExisting = false, bool bPartialLayout = false ) = 0;
+
+ // loads the layout file for this panel, asynchronously supporting remote http:// paths in css within
+ virtual void LoadLayoutFromStringAsync( const char *pchXMLString, bool bOverrideExisting, bool bPartialLayout = false ) = 0;
+
+ // Check if the panel has loaded layout
+ virtual bool IsLoaded() const = 0;
+
+ // Set panel's immediate parent
+ virtual void SetParent( panorama::IUIPanel *pParent ) = 0;
+
+ // Get panel's immediate parent
+ virtual panorama::IUIPanel *GetParent() const = 0;
+
+ // Get panel's parent window
+ virtual panorama::IUIWindow *GetParentWindow() const = 0;
+
+ // Set panel visibility
+ virtual void SetVisible( bool bVisible ) = 0;
+
+ // Is the panel visible (not accounting for opacity)
+ virtual bool BIsVisible() const = 0;
+
+ // Is the panel transparent (may be 'visible' and affect layout, but fully transparent)
+ virtual bool BIsTransparent() const = 0;
+
+ // Set the layout file this panel is loaded from based on a parent, shouldn't need this directly normally
+ virtual void SetLayoutLoadedFromParent( panorama::IUIPanel *pParent ) = 0;
+
+ // Returns the layout file for this panel (ie, the one it loaded if any)
+ virtual panorama::CPanoramaSymbol GetLayoutFile() const = 0;
+
+ // Returns layout file that loaded us which may have been loaded by an ancestor rather than direct parent
+ virtual panorama::CPanoramaSymbol GetLayoutFileLoadedFrom() const = 0;
+
+ // Get the current reload count for the panel's layout file - can be used to detect when a reload has occurred
+ // Returns -1 if no layout file.
+ virtual int GetLayoutFileReloadCount() const = 0;
+
+ // searches only immediate children
+ virtual panorama::IUIPanel *FindChild( const char *pchID ) = 0;
+
+ // searches all children even outside layout file scope
+ virtual panorama::IUIPanel *FindChildTraverse( const char *pchID ) = 0;
+
+ // searches any children created from our layout file
+ virtual IUIPanel *FindChildInLayoutFile( const char *pchID ) = 0;
+
+ // searches any panel created from our layout file (so parents or children!)
+ virtual IUIPanel *FindPanelInLayoutFile( const char *pchID ) = 0;
+
+ // Check if this panel is a descendant of the passed panel
+ virtual bool IsDescendantOf( const panorama::IUIPanel *pPanel ) const = 0;
+
+ // Remove and delete all children from panel
+ virtual void RemoveAndDeleteChildren() = 0;
+
+ // Remove and delete all children matching type
+ virtual void RemoveAndDeleteChildrenOfType( CPanoramaSymbol symPanelType ) = 0;
+
+ // Child access
+ virtual int GetChildCount() const = 0;
+ virtual IUIPanel *GetChild( int i ) const = 0;
+ virtual IUIPanel *GetFirstChild() const = 0;
+ virtual IUIPanel *GetLastChild() const = 0;
+
+ // Return index of child in creation/panel vector order (also default tab order)
+ virtual int GetChildIndex( const IUIPanel *pChild ) const = 0;
+
+ // Get child count of specific type
+ virtual uint32 GetChildCountOfType( CPanoramaSymbol symPanelType ) = 0;
+
+ // For special children to be rendered in debugger
+ virtual int GetHiddenChildCount() const = 0;
+ virtual IUIPanel *GetHiddenChild( int i ) = 0;
+
+ // Find ancestor with matching id
+ virtual IUIPanel *FindAncestor( const char *pchID ) = 0;
+
+ // Set the panels repaint state
+ virtual void SetRepaint( panorama::EPanelRepaint eRepaintNeeded ) = 0;
+
+ // Check if we should draw this child
+ virtual bool BShouldDrawChild( panorama::IUIPanel *pChild ) = 0;
+
+ // Apply layout file to panel
+ virtual bool BAppyLayoutFile( panorama::CLayoutFile *pLayoutFile, CUtlVector< panorama::IUIPanel * > *pvecExistingPanels ) = 0;
+
+ // Enable or disable background movies on panel
+ virtual void EnableBackgroundMovies( bool bEnabled ) = 0;
+
+ // Access panel's style information
+ virtual panorama::IUIPanelStyle * AccessIUIStyle() = 0;
+
+ // Returns potentially dirty styles data, use for setting during initial construction/setup - or if you want to explicitly ignore transitions, but never for getting and generally not for setting!
+ virtual panorama::IUIPanelStyle *AccessIUIStyleDirty() = 0;
+
+ // Apply styles on the panel, resolving them all fully and updating actual panel style
+ virtual void ApplyStyles( bool bTraverse ) = 0;
+
+ // Set that we want an on styles changed event when styles are applied even if styles aren't actually dirty
+ virtual void SetOnStylesChangedNeeded() = 0;
+
+ // Access all children directly
+ virtual CUtlVector<panorama::IUIPanel *> const &AccessChildren() = 0;
+
+ // Measure self and children. First pass of layout
+ virtual void DesiredLayoutSizeTraverse( float flMaxWidth, float flMaxHeight ) = 0;
+ virtual void DesiredLayoutSizeTraverse( float *pflDesiredWidth, float *pflDesiredHeight, float flMaxWidth, float flMaxHeight, bool bFinalDimensions ) = 0;
+
+ // Tell us what your content size is
+ virtual void OnContentSizeTraverse( float *pflContentWidth, float *pflContentHeight, float flMaxWidth, float flMaxHeight, bool bFinalDimensions ) = 0;
+
+ // Arrange children. Second pass of layout
+ virtual void LayoutTraverse( float x, float y, float flFinalWidth, float flFinalHeight ) = 0;
+
+ // Tell us how to actually layout children
+ virtual void OnLayoutTraverse( float flFinalWidth, float flFinalHeight ) = 0;
+
+ // called by flowing and custom layout passes to set position. Will properly handle transition being applied with styles
+ virtual void SetPositionFromLayoutTraverse( CUILength x, CUILength y, CUILength z ) = 0;
+
+ // methods to invalid certain parts of layout
+ virtual void InvalidateSizeAndPosition() = 0;
+ virtual void InvalidatePosition() = 0;
+ virtual void SetActiveSizeAndPositionTransition() = 0;
+ virtual void SetActivePositionTransition() = 0;
+ virtual bool IsSizeValid() = 0;
+ virtual bool IsPositionValid() = 0;
+ virtual bool IsChildSizeValid() = 0;
+ virtual bool IsChildPositionValid() = 0;
+ virtual bool IsSizeTransitioning() = 0;
+ virtual bool IsPositionTransitioning() = 0;
+ virtual bool IsChildPositionTransitioning() = 0;
+ virtual bool IsChildSizeTransitioning() = 0;
+ virtual void TransitionPositionApplied( bool bImmediate ) = 0;
+
+ // size getters
+ virtual float GetDesiredLayoutWidth() const = 0;
+ virtual float GetDesiredLayoutHeight() const = 0;
+
+ // Content size is what our contents actually take up, not accounting for fixed/relative
+ // size set on us in styles which affect desired layout size
+ virtual float GetContentWidth() const = 0;
+ virtual float GetContentHeight() const = 0;
+
+ // Actual size is the size given to the panel after layout, hopefully as big as its desired size.
+ // Actual size does NOT include margins (which are really in the parent).
+ virtual float GetActualLayoutWidth() const = 0;
+ virtual float GetActualLayoutHeight() const = 0;
+
+ // Render size is the size of the content for rendering, this is either the actual layout size, or if
+ // that is smaller than the content size + padding then it's the content size + padding.
+ virtual float GetActualRenderWidth() = 0;
+ virtual float GetActualRenderHeight() = 0;
+
+ // Offset will include position, alignment, and margin adjustments
+ virtual float GetActualXOffset() const = 0;
+ virtual float GetActualYOffset() const = 0;
+
+ // returns offset for drawing minus position
+ virtual float GetRawActualXOffset() const = 0;
+ virtual float GetRawActualYOffset() const = 0;
+
+ // Offset to apply to contents for scrolling
+ virtual float GetContentsYScrollOffset() const = 0;
+ virtual float GetContentsXScrollOffset() const = 0;
+ virtual float GetContentsYScrollOffsetTarget() const = 0;
+ virtual float GetContentsXScrollOffsetTarget() const = 0;
+ virtual double GetContentsXScrollTransitionStart() const = 0;
+ virtual double GetContentsYScrollTransitionStart() const = 0;
+ virtual float GetInterpolatedXScrollOffset() = 0;
+ virtual float GetInterpolatedYScrollOffset() = 0;
+
+ // Can the panel scroll further?
+ virtual bool BCanScrollUp() = 0;
+ virtual bool BCanScrollDown() = 0;
+ virtual bool BCanScrollLeft() = 0;
+ virtual bool BCanScrollRight() = 0;
+
+ // style class management
+ virtual void AddClass( const char *pchName ) = 0;
+ virtual void AddClass( CPanoramaSymbol symbol ) = 0;
+ virtual void AddClasses( const char *pchName ) = 0;
+ virtual void AddClasses( CPanoramaSymbol *pSymbols, uint cSymbols ) = 0;
+ virtual void RemoveClass( const char *pchName ) = 0;
+ virtual void RemoveClass( CPanoramaSymbol symName ) = 0;
+ virtual void RemoveClasses( const CPanoramaSymbol *pSymbols, uint cSymbols ) = 0;
+ virtual void RemoveClasses( const char *pchName ) = 0;
+ virtual void RemoveAllClasses() = 0;
+ virtual const CUtlVector< CPanoramaSymbol > &GetClasses() const = 0;
+ virtual bool BHasClass( const char *pchName ) = 0;
+ virtual bool BHasClass( CPanoramaSymbol symName ) = 0;
+ virtual bool BAscendantHasClass( const char *pchName ) = 0;
+ virtual bool BAscendantHasClass( CPanoramaSymbol symName ) = 0;
+ virtual void ToggleClass( const char *pchName ) = 0;
+ virtual void ToggleClass( CPanoramaSymbol symName ) = 0;
+ virtual void SetHasClass( const char *pchName, bool bHasClass ) = 0;
+ virtual void SetHasClass( CPanoramaSymbol symName, bool bHasClass ) = 0;
+ virtual void SwitchClass( const char *pchAttribute, const char *pchName ) = 0;
+ virtual void SwitchClass( const char *pchAttribute, CPanoramaSymbol symName ) = 0;
+
+ virtual bool BAcceptsInput() = 0;
+ virtual void SetAcceptsInput( bool bAllowInput ) = 0;
+ virtual bool BAcceptsFocus() const = 0;
+ virtual void SetAcceptsFocus( bool bAllowFocus ) = 0;
+ // true if it would normally sink input, but may not right now if disabled
+ virtual bool BCanAcceptInput() = 0;
+ virtual void SetDefaultFocus( const char *pchChildID ) = 0;
+ virtual const char *GetDefaultFocus() const = 0;
+ virtual void SetDisableFocusOnMouseDown( bool bDisable ) = 0;
+ virtual bool BFocusOnMouseDown() = 0;
+
+ // Should this panel be the top of an input hierarchy and keep track of focus within itself, not losing focus when a panel in some
+ // other hierarchy changes focus? Use this for panels that are peers like friends vs browser vs mainmenu in tenfoot
+ virtual bool BTopOfInputContext() = 0;
+ virtual void SetTopOfInputContext( bool bIsTopOfInputContext ) = 0;
+
+ virtual IUIPanel *GetParentInputContext() = 0;
+
+ // Get the default input focus child within this panel, may be null
+ virtual IUIPanel *GetDefaultInputFocus() = 0;
+
+ // Set focus to this panel, which will auto-scroll it into full view as well if parent has overflow: scroll
+ virtual bool SetFocus() = 0;
+
+ // Set the focus to this panel in it's input context, but do not make the context change if some other context currently
+ // has focus
+ virtual bool UpdateFocusInContext() = 0;
+
+ // Set the focus in response to receiving hover (on panels that a parent sets childfocusonhover), this will
+ // never scroll the parent.
+ virtual bool SetFocusDueToHover() = 0;
+
+ virtual void SetInputContextFocus() = 0;
+
+ // retrieve the style flags (map to CSS psuedo-classes) for this panel
+ virtual uint GetStyleFlags() const = 0;
+ virtual void AddStyleFlag( EStyleFlags eStyleFlag ) = 0;
+ virtual void RemoveStyleFlag( EStyleFlags eStyleFlag ) = 0;
+ virtual bool IsInspected() const = 0;
+ virtual bool BHasHoverStyle() const = 0;
+ virtual void SetSelected( bool bSelected ) = 0;
+ virtual bool IsSelected() const = 0;
+ virtual bool BHasKeyFocus() const = 0;
+ virtual bool BHasDescendantKeyFocus() const = 0;
+ virtual bool IsLayoutLoading() const = 0;
+
+ // enable/disable
+ virtual void SetEnabled( bool bEnabled ) = 0;
+ virtual bool IsEnabled() const = 0;
+
+ virtual bool IsActivationEnabled() = 0;
+
+ // Set activation disabled on this panel, input/focus still generally work, but Activate events won't be handled, useful to prevent a button
+ // being clicked when out of focus, but leave it able to be focused for later activation or such
+ virtual void SetActivationEnabled( bool bEnabled ) = 0;
+
+ // Set all our immediate children enabled/disabled
+ virtual void SetAllChildrenActivationEnabled( bool bEnabled ) = 0;
+
+ // Enable/disable hit testing of this panel, you may want a parent that is never hit test that has a large region, but clicks
+ // just pass through to other things behind it. Children may still hit test.
+ virtual void SetHitTestEnabled( bool bEnabled ) = 0;
+ virtual bool BHitTestEnabled() const = 0;
+ virtual void SetHitTestEnabledTraverse( bool bEnabled ) = 0;
+
+ // drag/drop
+ virtual void SetDraggable( bool bEnabled ) = 0;
+ virtual bool IsDraggable() const = 0;
+
+ // the input namespace to use for this panel
+ virtual const char *GetInputNamespace() const = 0;
+
+ virtual void SetInputNamespace( const char *pchNamespace ) = 0;
+
+ // Mark styles dirty for the panel
+ virtual void MarkStylesDirty( bool bIncludeChildren ) = 0;
+
+ // Check if styles are dirty for the panel
+ virtual bool BStylesDirty() const = 0;
+
+ // Check if styles are possibly dirty for any of our children
+ virtual bool BChildStylesDirty() = 0;
+
+ // Parse panel event for this panel
+ virtual bool BParsePanelEvent( CPanoramaSymbol symPanelEvent, const char *pchValue ) = 0;
+
+ // Check if panel event is set on panel for event type
+ virtual bool BIsPanelEventSet( CPanoramaSymbol symPanelEvent ) = 0;
+
+ // Check if the event is a valid panel event type
+ virtual bool BIsPanelEvent( CPanoramaSymbol symPanelEvent ) const = 0;
+
+ // Dispatch the panel event if the panel has something set for it now
+ virtual bool DispatchPanelEvent( CPanoramaSymbol symPanelEvent ) = 0;
+
+ // Get the containing panel for this panels javascript context
+ virtual panorama::IUIPanel *GetJavaScriptContextParent() const = 0;
+
+ // Accessor for appropriate image manager for panel
+ virtual panorama::IUIImageManager* UIImageManager() = 0;
+
+ // Accessor for appropriate 3d surface interface for this panel
+ virtual panorama::IUIRenderEngine *UIRenderEngine() = 0;
+
+ // Explicit call to paint the panel and all it's children, normally called internally by window
+ virtual void PaintTraverse() = 0;
+
+ // Tab index setting
+ virtual void SetTabIndex( float flTabIndex ) = 0;
+ virtual float GetTabIndex() const = 0;
+ virtual void SetSelectionPosition( float flXPos, float flYPos ) = 0;
+ virtual void SetSelectionPositionX( float flXPos ) = 0;
+ virtual void SetSelectionPositionY( float flYPos ) = 0;
+ virtual float GetSelectionPositionX() const = 0;
+ virtual float GetSelectionPositionY() const = 0;
+
+ // Tab index and selection position backing values rather than interpreted (ie. will return k_flSelectionPosAuto rather than the auto-calculated value)
+ virtual float GetTabIndex_Raw() const = 0;
+ virtual float GetSelectionPositionX_Raw() const = 0;
+ virtual float GetSelectionPositionY_Raw() const = 0;
+
+ // Tell the panel to set focus to the next panel in specified movement/order method
+ virtual bool SetFocusToNextPanel( int nRepeats, EFocusMoveDirection moveType, bool bAllowWrap, float flTabIndexCurrent, float flXPosCurrent, float flYPosCurrent, float flXStart, float flYStart ) = 0;
+ virtual bool SetInputFocusToFirstOrLastChildInFocusOrder( EFocusMoveDirection moveType, float flXStart, float flYStart ) = 0;
+
+ // Is this panel a selection pos repeat boundary?
+ virtual bool BSelectionPosVerticalBoundary() = 0;
+ virtual bool BSelectionPosHorizontalBoundary() = 0;
+
+ // controls if clicking on an unfocused panel should set focus
+ virtual void SetChildFocusOnHover( bool bEnable ) = 0;
+ virtual bool GetChildFocusOnHover() = 0;
+
+ // Panel scrolling
+ virtual void ScrollToTop() = 0;
+ virtual void ScrollToBottom() = 0;
+ virtual void ScrollToLeftEdge() = 0;
+ virtual void ScrollToRightEdge() = 0;
+ virtual void ScrollParentToMakePanelFit( ScrollBehavior_t behavior = SCROLL_BEHAVIOR_DEFAULT, bool bImmediateScroll = false ) = 0;
+ virtual void ScrollToFitRegion( float x0, float x1, float y0, float y1, ScrollBehavior_t behavior = SCROLL_BEHAVIOR_DEFAULT, bool bDirectParentScrollOnly = false, bool bImmediateScroll = false ) = 0;
+ virtual bool BCanSeeInParentScroll() = 0;
+
+ virtual void OnScrollPositionChanged() = 0;
+ virtual void SetSendChildScrolledIntoViewEvents( bool bSendChildReadyEvents ) = 0; // this must be enabled on your parent for ScrolledIntoView events to fire and IsScrolledIntoView state to be set
+ virtual bool OnCheckChildrenScrolledIntoView() = 0;
+ virtual void FireScrolledIntoViewEvent() = 0;
+ virtual void FireScrolledOutOfViewEvent() = 0;
+ virtual bool IsScrolledIntoView() const = 0;
+
+ // Direct child management
+ virtual void SortChildren( int( __cdecl *pfnCompare )(const ClientPanelPtr_t *, const ClientPanelPtr_t *) ) = 0;
+
+ // child management, use with caution! normally always managed internally.
+ virtual void AddChild( IUIPanel *pChild ) = 0;
+
+ // child management, use with caution! normally always managed internally. Returns child index we inserted at.
+ virtual int AddChildSorted( bool( __cdecl *pfnLessFunc )(ClientPanelPtr_t const &p1, ClientPanelPtr_t const &p2), IUIPanel *pChild ) = 0;
+
+ // child management, use with caution! normally always managed internally.
+ virtual void RemoveChild( IUIPanel *pChild ) = 0;
+
+ // Move child after another child
+ virtual void MoveChildAfter( IUIPanel *pChildToMove, IUIPanel *pBefore ) = 0;
+
+ // Move child before another child
+ virtual void MoveChildBefore( IUIPanel *pChildToMove, IUIPanel *pAfter ) = 0;
+
+ virtual void SetMouseCanActivate( EMouseCanActivate eMouseCanActivate, const char *pchOptionalParent = NULL ) = 0;
+ virtual EMouseCanActivate GetMouseCanActivate() = 0;
+ virtual IUIPanel *FindParentForMouseCanActivate() = 0;
+
+ virtual bool BReloadLayout( CPanoramaSymbol symPath ) = 0;
+
+ virtual void ReloadStyleFileTraverse( CPanoramaSymbol symPath ) = 0;
+
+ virtual bool BHasOnActivateEvent() = 0;
+ virtual bool BHasOnMouseActivateEvent() = 0;
+
+ // Called to ask us to setup object template for Javascript, you can implement this in a child class and then call
+ // the base method (so all the normal panel2d stuff gets exposed), plus call the various RegisterJS helpers yourself
+ // to expose additional panel type specific data/methods.
+ virtual void SetupJavascriptObjectTemplate() = 0;
+
+ virtual void SetLayoutFile( CPanoramaSymbol symLayoutFile ) = 0;
+
+ // Low level build matching style list for debugger use
+ virtual bool BBuildMatchingStyleList( CUtlVector< CascadeStyleFileInfo_t > *pvecStyles ) = 0;
+
+ // Getter for panel attributes
+ virtual int GetAttribute( const char *pchAttrName, int nDefaultValue ) = 0;
+
+ // Getter for panel attributes
+ virtual const char *GetAttribute( const char *pchAttrName, const char * pchDefaultValue ) = 0;
+
+ // Getter for panel attributes
+ virtual uint32 GetAttribute( const char *pchAttrName, uint32 unDefaultValue ) = 0;
+
+ // Getter for panel attributes
+ virtual uint64 GetAttribute( const char *pchAttrName, uint64 unDefaultValue ) = 0;
+
+ // Setter for panel attributes
+ virtual void SetAttribute( const char *pchAttrName, int nValue ) = 0;
+
+ // Setter for panel attributes
+ virtual void SetAttribute( const char *pchAttrName, const char * pchValue ) = 0;
+
+ // Setter for panel attributes
+ virtual void SetAttribute( const char *pchAttrName, uint32 unValue ) = 0;
+
+ // Setter for panel attributes
+ virtual void SetAttribute( const char *pchAttrName, uint64 unValue ) = 0;
+
+ // Set animation property on panel
+ virtual void SetAnimation( const char *pchAnimationName, float flDuration, float flDelay, EAnimationTimingFunction eTimingFunc, EAnimationDirection eDirection, float flIterations ) = 0;
+
+ // Force an immediate update of the visibility list on our window for our current visibility
+ virtual void UpdateVisibility( bool bUseDirtyStyles ) = 0;
+
+ // Base class implementation for valid XML properties to be set
+ virtual bool BSetProperty( CPanoramaSymbol symName, const char *pchValue ) = 0;
+
+ // Builds a string of properties and values to display in the debugger
+ virtual void GetDebugPropertyInfo( CUtlVector< DebugPropertyOutput_t *> *pvecProperties ) = 0;
+
+ // Populates a vector with all immediate children matching a class
+ virtual void FindChildrenWithClass( const char *pchClass, CUtlVector<IUIPanel *> &vecMatchingChildren ) = 0;
+
+ // Populates a vector with all children matching a class
+ virtual void FindChildrenWithClassTraverse( const char *pchClass, CUtlVector<IUIPanel *> &vecMatchingChildren ) = 0;
+
+ // Play focus change sound accounting for fast scroll volume fade effects, etc
+ virtual void PlayFocusChangeSound( int nRepeats, float flPan ) = 0;
+
+ // Clear all panel events
+ virtual void ClearPanelEvents() = 0;
+
+ // Clear specific panel event
+ virtual void ClearPanelEvents( CPanoramaSymbol symPanelEvent ) = 0;
+
+ // panel events
+ virtual void SetPanelEvent( CPanoramaSymbol symPanelEvent, IUIEvent *pEvent ) = 0;
+ virtual void SetPanelEvent( CPanoramaSymbol symPanelEvent, VecUIEvents_t *pEvents ) = 0;
+
+ // Should analog stick be able to scroll this panel?
+ virtual bool BEnableAnalogStickScrolling() = 0;
+
+ // Set mouse tracking state
+ virtual void SetMouseTracking( bool bState ) = 0;
+
+ // Should only be called in the very limited cases where we are creating scrollbars within a layout pass,
+ // exposed for HTML but should really only be used inside UIPanel normally
+ virtual void SetInScrollbarConstruction( bool bConstructing ) = 0;
+
+ // Get the scrollbar for this panel if it exists
+ virtual IUIScrollBar *GetVerticalScrollBar() = 0;
+ virtual IUIScrollBar *GetHorizontalScrollBar() = 0;
+
+ // Get panel events set on panel
+ virtual VecUIEvents_t * GetPanelEvents( CPanoramaSymbol symEvent ) = 0;
+
+ // Has this panel ever been layed out
+ virtual bool BHasBeenLayedOut() const = 0;
+
+ // Callback that styles have cleaned up some transitions, we should update cached state about what styles are present
+ virtual void OnStyleTransitionsCleanup() = 0;
+
+#ifdef DBGFLAG_VALIDATE
+ virtual void Validate( CValidator &validator, const char *pchName ) = 0;
+#endif
+};
+
+}
+#endif // IUIPANEL_H